Toots for FrameOfMind@mastodon.gamedev.place account

Written by Frame of Mind on 2025-01-16 at 17:14

"Did you remember to password-protect the review branch on steam?"

"Why would I?"

"To avoid leaks."

"Our entire game is open source."

"Oh right."

Working with a former AA and AAA producer on an open source project. Old habits die hard. 😅

=> More informations about this toot | View the thread

Written by Frame of Mind on 2024-11-11 at 10:47

And now about the gendered booth thing.

I really hate that we had to do this, but you cannot argue with the results.

On the first day of the conference, we had not a single girl that played our game. Not even a women. And I would not say it was even that boyish of a booth.

There are two changes we did on day 2:

1st: we had a women at the booth

2nd: we had a girly dragon figure put on top of our demo screens.

Suddenly our attendants were equal across all genders. It was truly baffling.

=> View attached media

=> More informations about this toot | View the thread

Written by Frame of Mind on 2024-11-11 at 10:36

But what are the things a #gamedev can do to prepare not only their booth, but their game? Our takeaways from the trade show we just went to:

  1. the build needs to be stable. Focus on demo-essentials one month ahead of the conference, feature freeze a week ahead

  1. this will be very valuable QnA. Bring notes, closely look at the screens. I would maybe even have recordings and logs running.

  1. include hidden skips and resets for when the demo breaks

  1. bring a dev laptop and prepare to re-deploy

=> More informations about this toot | View the thread

Written by Frame of Mind on 2024-11-11 at 10:32

Sooo, having shown off our #indiedev #godot game on a convention it went ... rocky. So: what to do for your booth and (in reply) #game to be better prepared than we were?

  1. have drinks and a place to sit

  1. have some cheap merch (stickers, pins)

  1. bring a cheat sheet for your controls

  1. have something that moves at your booth to grab attention.

  1. have a call to action (play here)

  1. label QR codes

  1. gender your booth if it is for girls. They will not come otherwise. (explanation in replys)

=> More informations about this toot | View the thread

Written by Frame of Mind on 2024-11-07 at 18:07

We have applied for a developer account on gog-galaxy, we have been planning to have a free version of our game on popular Linux Package Managers anyways, and we are also prepared to move to a non-us-based git provider.

=> More informations about this toot | View the thread

Written by Frame of Mind on 2024-11-07 at 18:02

If you are developing a game with Trans Representation and are working in the US or planning to release on a US-based platform, now is the time to prepare for that being criminalized.

Project2025 states that:

"Pornography, manifested today in the omnipresent propagation of transgender ideology [...] should be outlawed. The people who produce and distribute it should be imprisoned. [...] [F]irms that facilitate its spread should be shuttered."

=> More informations about this toot | View the thread

Written by Frame of Mind on 2024-10-12 at 21:32

Spoke today with somebody working at #xBox on #GodotCon24 and this is kind of a headache.

So, in order to release your game to xBox you have to incorporate the xBox Logo on your splash screen, and this means your entire build is no longer compatible with #creativeCommons share alike.

Is anyone ever going to be bothered by this as long as you can still get the project off gitlab? I don't think so.

But it is really annoying.

FYI: GPL also prevents games from coming to console. 😪

=> More informations about this toot | View the thread

Written by Frame of Mind on 2024-10-02 at 12:16

[#]GameDev tip for directing #voiceActing:

Use emojis as tone indicators.

Directional arrows and pause signs can also help indicate desired flow.

=> View attached media

=> More informations about this toot | View the thread

Written by Frame of Mind on 2024-10-01 at 22:20

Translating the game we wrote ourselves from English to German was surprisingly difficult; despite our story being set in Germany, witch is also the place we come from.

And it wasn't just the very lyrical beginning with phrases like "creature of many kinds" witch were quite difficult to translate when neither that grammatical structure nor "kind" really exists in German.

(We opted for "Viel-Wesen")

But the youth slang. We feel very old right now.

[#]gamedev #i18n

=> More informations about this toot | View the thread

Written by Frame of Mind on 2024-09-26 at 16:08

[#]gamedev is not about the final build.

It is about the botches we've made along the way.

=> More informations about this toot | View the thread

Written by Frame of Mind on 2024-09-18 at 14:58

We are also working roght now on a trailer. You will see it here, if it is finished.

=> More informations about this toot | View the thread

Written by Frame of Mind on 2024-09-18 at 14:58

Here are also some Screen Shots.

=> View attached media | View attached media | View attached media | View attached media

=> More informations about this toot | View the thread

Written by Frame of Mind on 2024-09-18 at 14:42

[#]Marketing is a pretty frustrating thing for us. We all hate it when things are shoved in our face and as a lot of marketing is highly disrespectful, it is rightfully frowned upon and banned in a lot of spaces. But we do know we can be the best #GameDev|s in the world ... without marketing, our game is just going to get buried.

So, we try to do 2 things: First and foremost: seek honest engagement and interaction.

Second, be as open about it as possible.

So: our #PressKit

=> View attached media | View attached media | View attached media | View attached media

=> More informations about this toot | View the thread

Written by Frame of Mind on 2024-09-16 at 23:51

Huge shout-out to @coaguco for creating the Godot Steam Project and taking quite some time in helping us figure out how to jump trough all the hoops of uploading an app to steam!

=> More informations about this toot | View the thread

Written by Frame of Mind on 2024-09-16 at 16:05

  1. Lastly, I use a LineRenderer3D for the cables.

This one you probably would have guessed if you dipped your toe into game devvelopment and while being on the subject: Check out the LineRendering AddOn I contributed to Godot!

https://godotengine.org/asset-library/asset/2563

=> More informations about this toot | View the thread

Written by Frame of Mind on 2024-09-16 at 16:04

  1. Their bloom is not screen space based, but mesh based.

It uses a mesh dome that wraps around the light and a fresnel effect, that fades the lights visibility out towards the edges.

You could create a similar effect with just just a billboard sprite, but I like how I can make this effect more directional (lights that shine at you have a brighter bloom) and it creates an illusion of caustics, when the bloom mesh clips into a wall.

=> View attached media

=> More informations about this toot | View the thread

Written by Frame of Mind on 2024-09-16 at 16:02

1.They actually do not cause lighting.

There is just a very large and very diffuse point light in the general vicinity of the lights that make it seem as if they are illuminating the room (made it blue so you can better see it.)

=> View attached media

=> More informations about this toot | View the thread

Written by Frame of Mind on 2024-09-16 at 16:00

For our first #gamedev spotlight, let's look at fairy lights in #FrameOfMind

Let's first establish tree facts of game development:

  1. Light Soruces are expensive, especially many tiny lights.

  1. bloom is expensive and usually done using a down-scaled image that will not include small light sources.

  1. really small meshes can cause rendering artefacts with anti-alazing

So ... why do these lights work in #godotengine?

=> View attached media

=> More informations about this toot | View the thread

Written by Frame of Mind on 2024-09-14 at 23:09

We are right now thinking if we want to use the #Godot #Steam integrations, because on the one hand, these are just some incredibly powerful tools that will greatly enhance our players enjoyment of the game, but on the other hand ... we would need to write a huge wrapper class or split up the project into two branches to make it work with #itch_io

Leaning towards putting in the effort, but what do other #GameDev|s think?

=> More informations about this toot | View the thread

Written by Frame of Mind on 2024-08-29 at 10:45

Do you like our approach to creating a Lava Lamp?

We used an adaptation of the classic metaballs shader to let droplets float along mesh tubes creating a great illusion without actually needing to do any kind of fluid sim.

=> View attached media

=> More informations about this toot | View the thread

=> This profile with reblog | Go to FrameOfMind@mastodon.gamedev.place account

Proxy Information
Original URL
gemini://mastogem.picasoft.net/profile/113040795992442147
Status Code
Success (20)
Meta
text/gemini
Capsule Response Time
369.721112 milliseconds
Gemini-to-HTML Time
7.010738 milliseconds

This content has been proxied by September (ba2dc).